#region License
//-----------------------------------------------------------------------------
// Copyright (c) 2008, Aaron MacDougall, Daniel Jeffery
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// * Redistributions of source code must retain the above copyright notice,
//   this list of conditions and the following disclaimer.
//
// * Redistributions in binary form must reproduce the above copyright notice,
//   this list of conditions and the following disclaimer in the documentation
//   and/or other materials provided with the distribution.
//
// * Neither the name of Aaron MacDougall or Daniel Jeffery nor the names of its contributors may
//   be used to endorse or promote products derived from this software without
//   specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
//-----------------------------------------------------------------------------
#endregion

#region Using Statements
using System;
using System.Diagnostics;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
#endregion

namespace Agro2D
{
    /// <summary>
    /// Rotates a sprite 360 degrees based on the length specified.
    /// </summary>
    public class RotateAnimation : IAnimation
    {
        private int animationLength;

        /// <summary>
        /// Constructor.
        /// </summary>
        /// <param name="animationLength">Duration of 360 degree rotation</param>
        public RotateAnimation(int animationLength)
        {
            this.animationLength = animationLength;
        }

        /// <summary>
        /// Default Constructor.
        /// </summary>
        public RotateAnimation()
        {
        }

        /// <summary>
        /// Time of 360 rotation.
        /// </summary>
        [ImportAttribute] 
        public int AnimationLength
        {
            get { return animationLength; }
            set
            {
                animationLength = value;
            }
        }

        /// <summary>
        /// Updates the current animation with the current gameTime so that it can play.
        /// </summary>
        /// <param name="gameTime">game time</param>
        /// <param name="spriteProperties">spriteProperties of the sprite whom the animation belongs</param>
        /// <returns>always returns false for RotateAnimation</returns>
        public override bool Animate(GameTime gameTime, SpriteProperties spriteProperties)
        {
            float elapsedPercentage = (float)((gameTime.TotalGameTime.TotalMilliseconds % animationLength) / this.animationLength);
            spriteProperties.Rotation = (MathHelper.TwoPi * elapsedPercentage);

            return false;
        }

        /// <summary>
        /// Returns a cloned version of this object.
        /// </summary>
        /// <returns>Cloned version of this object.</returns>
        public override object Clone()
        {
            return new RotateAnimation(this.animationLength);
        }
    }
}